using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace IsoTools.Internal { public static class IsoUtils { // --------------------------------------------------------------------- // // Consts // // --------------------------------------------------------------------- public static readonly Vector2 vec2OneX = new Vector2(1.0f, 0.0f); public static readonly Vector2 vec2OneY = new Vector2(0.0f, 1.0f); public static readonly Vector3 vec3OneX = new Vector3(1.0f, 0.0f, 0.0f); public static readonly Vector3 vec3OneY = new Vector3(0.0f, 1.0f, 0.0f); public static readonly Vector3 vec3OneZ = new Vector3(0.0f, 0.0f, 1.0f); public static readonly Vector3 vec3OneXY = new Vector3(1.0f, 1.0f, 0.0f); public static readonly Vector3 vec3OneYZ = new Vector3(0.0f, 1.0f, 1.0f); public static readonly Vector3 vec3OneXZ = new Vector3(1.0f, 0.0f, 1.0f); public static readonly int FloatBeautifierDigits = 4; // --------------------------------------------------------------------- // // Abs/Min/Max // // --------------------------------------------------------------------- // ----------------------------- // Abs // ----------------------------- public static Vector2 Vec2Abs(Vector2 v) { if ( v.x < 0.0f ) { v.x = -v.x; } if ( v.y < 0.0f ) { v.y = -v.y; } return v; } public static Vector3 Vec3Abs(Vector3 v) { if ( v.x < 0.0f ) { v.x = -v.x; } if ( v.y < 0.0f ) { v.y = -v.y; } if ( v.z < 0.0f ) { v.z = -v.z; } return v; } // ----------------------------- // Min // ----------------------------- public static float Vec2MinF(Vector2 v) { return v.x < v.y ? v.x : v.y; } public static float Vec3MinF(Vector3 v) { var mxy = v.x < v.y ? v.x : v.y; return mxy < v.z ? mxy : v.z; } public static Vector2 Vec2Min(Vector2 a, float b) { if ( a.x > b ) { a.x = b; } if ( a.y > b ) { a.y = b; } return a; } public static Vector2 Vec2Min(Vector2 a, Vector2 b) { if ( a.x > b.x ) { a.x = b.x; } if ( a.y > b.y ) { a.y = b.y; } return a; } public static Vector3 Vec3Min(Vector3 a, float b) { if ( a.x > b ) { a.x = b; } if ( a.y > b ) { a.y = b; } if ( a.z > b ) { a.z = b; } return a; } public static Vector3 Vec3Min(Vector3 a, Vector3 b) { if ( a.x > b.x ) { a.x = b.x; } if ( a.y > b.y ) { a.y = b.y; } if ( a.z > b.z ) { a.z = b.z; } return a; } // ----------------------------- // Max // ----------------------------- public static float Vec2MaxF(Vector2 v) { return v.x > v.y ? v.x : v.y; } public static float Vec3MaxF(Vector3 v) { var mxy = v.x > v.y ? v.x : v.y; return mxy > v.z ? mxy : v.z; } public static Vector2 Vec2Max(Vector2 a, float b) { if ( a.x < b ) { a.x = b; } if ( a.y < b ) { a.y = b; } return a; } public static Vector2 Vec2Max(Vector2 a, Vector2 b) { if ( a.x < b.x ) { a.x = b.x; } if ( a.y < b.y ) { a.y = b.y; } return a; } public static Vector3 Vec3Max(Vector3 a, float b) { if ( a.x < b ) { a.x = b; } if ( a.y < b ) { a.y = b; } if ( a.z < b ) { a.z = b; } return a; } public static Vector3 Vec3Max(Vector3 a, Vector3 b) { if ( a.x < b.x ) { a.x = b.x; } if ( a.y < b.y ) { a.y = b.y; } if ( a.z < b.z ) { a.z = b.z; } return a; } // --------------------------------------------------------------------- // // Ceil/Floor/Round // // --------------------------------------------------------------------- // ----------------------------- // Ceil // ----------------------------- public static Vector2 Vec2Ceil(Vector2 v) { v.x = Mathf.Ceil(v.x); v.y = Mathf.Ceil(v.y); return v; } public static Vector3 Vec3Ceil(Vector3 v) { v.x = Mathf.Ceil(v.x); v.y = Mathf.Ceil(v.y); v.z = Mathf.Ceil(v.z); return v; } // ----------------------------- // Floor // ----------------------------- public static Vector2 Vec2Floor(Vector2 v) { v.x = Mathf.Floor(v.x); v.y = Mathf.Floor(v.y); return v; } public static Vector3 Vec3Floor(Vector3 v) { v.x = Mathf.Floor(v.x); v.y = Mathf.Floor(v.y); v.z = Mathf.Floor(v.z); return v; } // ----------------------------- // Round // ----------------------------- public static Vector2 Vec2Round(Vector2 v) { v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); return v; } public static Vector3 Vec3Round(Vector3 v) { v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); v.z = Mathf.Round(v.z); return v; } // --------------------------------------------------------------------- // // Vec2From/Vec3From // // --------------------------------------------------------------------- // ----------------------------- // Vec2From // ----------------------------- public static Vector2 Vec2From(float v) { return new Vector2(v, v); } public static Vector2 Vec2FromX(float x) { return new Vector2(x, 0.0f); } public static Vector2 Vec2FromY(float y) { return new Vector2(0.0f, y); } public static Vector2 Vec2FromXY(float x, float y) { return new Vector2(x, y); } public static Vector2 Vec2FromVec3(Vector3 v) { return new Vector2(v.x, v.y); } // ----------------------------- // Vec3From // ----------------------------- public static Vector3 Vec3From(float v) { return new Vector3(v, v, v); } public static Vector3 Vec3FromX(float x) { return new Vector3(x, 0.0f, 0.0f); } public static Vector3 Vec3FromY(float y) { return new Vector3(0.0f, y, 0.0f); } public static Vector3 Vec3FromZ(float z) { return new Vector3(0.0f, 0.0f, z); } public static Vector3 Vec3FromXY(float x, float y) { return new Vector3(x, y, 0.0f); } public static Vector3 Vec3FromYZ(float y, float z) { return new Vector3(0.0f, y, z); } public static Vector3 Vec3FromXZ(float x, float z) { return new Vector3(x, 0.0f, z); } public static Vector3 Vec3FromVec2(Vector2 v) { return new Vector3(v.x, v.y, 0.0f); } public static Vector3 Vec3FromVec2(Vector2 v, float z) { return new Vector3(v.x, v.y, z); } // --------------------------------------------------------------------- // // XChange // // --------------------------------------------------------------------- // ----------------------------- // Vec2Change // ----------------------------- public static Vector2 Vec2ChangeX(Vector2 v, float x) { v.x = x; return v; } public static Vector2 Vec2ChangeY(Vector2 v, float y) { v.y = y; return v; } public static Vector2 Vec2ChangeI(Vector2 v, int index, float n) { v[index] = n; return v; } // ----------------------------- // Vec3Change // ----------------------------- public static Vector3 Vec3ChangeX(Vector3 v, float x) { v.x = x; return v; } public static Vector3 Vec3ChangeY(Vector3 v, float y) { v.y = y; return v; } public static Vector3 Vec3ChangeZ(Vector3 v, float z) { v.z = z; return v; } public static Vector3 Vec3ChangeXY(Vector3 v, float x, float y) { v.x = x; v.y = y; return v; } public static Vector3 Vec3ChangeYZ(Vector3 v, float y, float z) { v.y = y; v.z = z; return v; } public static Vector3 Vec3ChangeXZ(Vector3 v, float x, float z) { v.x = x; v.z = z; return v; } public static Vector3 Vec3ChangeI(Vector3 v, int index, float n) { v[index] = n; return v; } // ----------------------------- // ColorChange // ----------------------------- public static Color ColorChangeA(Color c, float a) { c.a = a; return c; } public static Color ColorChangeR(Color c, float r) { c.r = r; return c; } public static Color ColorChangeG(Color c, float g) { c.g = g; return c; } public static Color ColorChangeB(Color c, float b) { c.b = b; return c; } // --------------------------------------------------------------------- // // Approximately // // --------------------------------------------------------------------- public static bool Vec2Approximately(Vector2 a, Vector2 b) { return a == b; } public static bool Vec3Approximately(Vector3 a, Vector3 b) { return a == b; } // --------------------------------------------------------------------- // // Beautifiers // // --------------------------------------------------------------------- public static float FloatBeautifier(float v) { return (float)System.Math.Round(v, FloatBeautifierDigits); } public static Vector2 VectorBeautifier(Vector2 v) { v.x = FloatBeautifier(v.x); v.y = FloatBeautifier(v.y); return v; } public static Vector3 VectorBeautifier(Vector3 v) { v.x = FloatBeautifier(v.x); v.y = FloatBeautifier(v.y); v.z = FloatBeautifier(v.z); return v; } // --------------------------------------------------------------------- // // Helpers // // --------------------------------------------------------------------- public static T GetOrCreateComponent(GameObject obj) where T : Component { var comp = obj.GetComponent(); return comp != null ? comp : obj.AddComponent(); } // --------------------------------------------------------------------- // // Debug draw // // --------------------------------------------------------------------- #if UNITY_EDITOR static void DrawIsoCubeTop(IsoWorld iso_world, Vector3 pos, Vector3 size) { if ( iso_world ) { var point0 = iso_world.IsoToScreen(pos); var point1 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromX (size.x)); var point2 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromXY(size.x, size.y)); var point3 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromY (size.y)); Handles.DrawLine(point0, point1); Handles.DrawLine(point1, point2); Handles.DrawLine(point2, point3); Handles.DrawLine(point3, point0); } } static void DrawIsoCubeVert(IsoWorld iso_world, Vector3 pos, Vector3 size) { if ( iso_world ) { var point0 = iso_world.IsoToScreen(pos); var point1 = iso_world.IsoToScreen(pos + IsoUtils.Vec3FromZ(size.z)); Handles.DrawLine(point0, point1); } } public static void DrawIsoCube( IsoWorld iso_world, Vector3 center, Vector3 size, Color color) { if ( iso_world ) { Handles.color = color; var pos = center - size * 0.5f; DrawIsoCubeTop (iso_world, pos, size); DrawIsoCubeTop (iso_world, pos + IsoUtils.Vec3FromZ (size.z), size); DrawIsoCubeVert(iso_world, pos, size); DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromX (size.x), size); DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromY (size.y), size); DrawIsoCubeVert(iso_world, pos + IsoUtils.Vec3FromXY(size.x, size.y), size); } } public static void DrawIsoSphere( IsoWorld iso_world, Vector3 pos, float radius, Color color) { if ( iso_world ) { Handles.color = color; Handles.RadiusHandle( Quaternion.Euler(45.0f, 45.0f, 0.0f), iso_world.IsoToScreen(pos), radius * iso_world.tileSize * 2.0f); } } public static void DrawIsoGrid( IsoWorld iso_world, Vector3 pos, Vector3 size, Color color) { if ( iso_world ) { Handles.color = color; var size_x = Mathf.RoundToInt(size.x); var size_y = Mathf.RoundToInt(size.y); for ( var i = 0; i <= size_x; ++i ) { Handles.DrawLine( iso_world.IsoToScreen(new Vector3(pos.x + i, pos.y + 0.0f , pos.z)), iso_world.IsoToScreen(new Vector3(pos.x + i, pos.y + size_y, pos.z))); } for ( var i = 0; i <= size_y; ++i ) { Handles.DrawLine( iso_world.IsoToScreen(new Vector3(pos.x + 0.0f , pos.y + i, pos.z)), iso_world.IsoToScreen(new Vector3(pos.x + size_x, pos.y + i, pos.z))); } } } public static void DrawRect(IsoRect rect, Color color) { Handles.color = color; var point0 = new Vector2(rect.x.min, rect.y.min); var point1 = new Vector2(rect.x.max, rect.y.min); var point2 = new Vector2(rect.x.max, rect.y.max); var point3 = new Vector2(rect.x.min, rect.y.max); Handles.DrawLine(point0, point1); Handles.DrawLine(point1, point2); Handles.DrawLine(point2, point3); Handles.DrawLine(point3, point0); } #endif } }